Spirit Maelstrom (5e Spell)
From D&D Wiki
9th-level Necromancy | |
Casting time: | 1 Action |
---|---|
Range: | 200 feet |
Components: | V, S |
Duration: | Concentration, up to 1 minute |
You call forth a large mass of malevolent spirits, invoking their fury to create a vast maelstrom that destroys all in it's wake. A swirling maelstrom of spirits appears in a a 40-foot radius centered on a point you can see within range. Any creature that starts it's turn within the maelstrom's area must make a Wisdom saving throw. On a failed save a creature takes 15d8 necrotic damage and 15d8 force damage. On a successful save they take half as much damage. Until the spell ends you can use your bonus action to move the maelstrom up to 30 feet in any direction on the ground. Any creature the maelstrom passes through must make the saving throw against the maelstrom's damage.
Any creature that is outside the maelstrom's area but is within 40 feet of it must make a Wisdom saving throw. On a failed save they become frightened of the maelstrom. A creature that cannot see automatically passes their saving throw. While frightened of the maelstrom, a creature must take the Dash action and move away from the maelstrom by the safest available route on each of its turns, unless there is nowhere to move. Regardless if they succeed or fail creatures can't move closer to the maelstrom.
Back to Main Page → 5e Homebrew → Spells → Wizard